using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using EnhancedUI.EnhancedScroller;
using EnhancedUI;
namespace EnhancedScrollerDemos.RemoteResourcesDemo
{
///
/// This demo shows how you can remotely load resources, calling the set data function when
/// the cell's visibility changes to true. When the cell is hidden, we set the image back to
/// a default loading sprite.
///
public class Controller : MonoBehaviour, IEnhancedScrollerDelegate
{
///
/// The data for the scroller
///
private SmallList _data;
///
/// The scroller to control
///
public EnhancedScroller scroller;
///
/// The prefab of the cell view
///
public EnhancedScrollerCellView cellViewPrefab;
void Start()
{
// set the scroller's delegate to this controller
scroller.Delegate = this;
// set the scroller's cell view visbility changed delegate to a method in this controller
scroller.cellViewVisibilityChanged = CellViewVisibilityChanged;
// set up some simple data
_data = new SmallList();
// set up a list of images with their dimensions
for (var i = 0; i <= 12; i++)
{
_data.Add(new Data() { imageUrl = string.Format("http://echo17.com/support/enhancedscroller/{0}.jpg", i), imageDimensions = new Vector2(200f, 200f) });
}
// tell the scroller to reload now that we have the data
scroller.ReloadData();
}
#region EnhancedScroller Handlers
///
/// This tells the scroller the number of cells that should have room allocated. This should be the length of your data array.
///
/// The scroller that is requesting the data size
/// The number of cells
public int GetNumberOfCells(EnhancedScroller scroller)
{
// in this example, we just pass the number of our data elements
return _data.Count;
}
///
/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
/// cell size will be the width.
///
/// The scroller requesting the cell size
/// The index of the data that the scroller is requesting
/// The size of the cell
public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
{
// return a fixed cell size of 200 pixels
return (260f);
}
///
/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
/// Some examples of this would be headers, footers, and other grouping cells.
///
/// The scroller requesting the cell
/// The index of the data that the scroller is requesting
/// The index of the list. This will likely be different from the dataIndex if the scroller is looping
/// The cell for the scroller to use
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
{
// first, we get a cell from the scroller by passing a prefab.
// if the scroller finds one it can recycle it will do so, otherwise
// it will create a new cell.
CellView cellView = scroller.GetCellView(cellViewPrefab) as CellView;
// set the name of the game object to the cell's data index.
// this is optional, but it helps up debug the objects in
// the scene hierarchy.
cellView.name = "Cell " + dataIndex.ToString();
// In this example, we do not set the data here since the cell is not visibile yet. Use a coroutine
// before the cell is visibile will result in errors, so we defer loading until the cell has
// become visible. We can trap this in the cellViewVisibilityChanged delegate handled below
// return the cell to the scroller
return cellView;
}
///
/// This handler will be called any time a cell view is shown or hidden
///
/// The cell view that was shown or hidden
private void CellViewVisibilityChanged(EnhancedScrollerCellView cellView)
{
// cast the cell view to our custom view
CellView view = cellView as CellView;
// if the cell is active, we set its data,
// otherwise we will clear the image back to
// its default state
if (cellView.active)
view.SetData(_data[cellView.dataIndex]);
else
view.ClearImage();
}
#endregion
}
}